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The [[FlightGear]] [[scenery]] is displayed on the screen by rendering each of the triangles that makes up the surface with a texture, and placing random trees and objects on the surface. This Howto describes how to change the appearance of the scenery by modifying the texture, and configuring the objects that appear. | The [[FlightGear]] [[scenery]] is displayed on the screen by rendering each of the triangles that makes up the surface with a texture, and placing random trees and objects on the surface. This Howto describes how to change the appearance of the scenery by modifying the texture, and configuring the objects that appear. | ||
Each triangle has a defined "material", the landclass assigned to it by the scenery building process. The mapping of that material to a set of textures and objects is defined in the <tt>materials.xml</tt> file, found under the Materials/ directory. | Each triangle has a defined "material", the landclass assigned to it by the scenery building process. The mapping of that material to a set of textures and objects is defined in the <tt>materials.xml</tt> file, found under the Materials/ directory. You can determine the material definition used within a triangle in-sim by using the ufo and Ctrl+Alt clicking on the ground. This will list the landclass used from the materials.xml file. | ||
There are currently three different sets of materials you can use: | |||
* The default set (Materials/default/materials.xml) | |||
* A set that uses different definitions for different geographical regions, so that the farmland of Hawaii looks different from that of England (Materials/regions/materials.xml) | |||
* A DDS set that takes advantage of pre-generated mipmaps of the dds texture format (defined in Materials/dds/materials.xml). | |||
All of these make use of fragments of xml found under Materials/base/. | |||
== Basic configuration == | == Basic configuration == |